CiP: OpCo


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Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Sunday, 17th June 2012, 21:50

CiP: OpCo

Looking for a little advice on what to wield in my main hand. Don't really do any melee at this, but I'm torn between primarily these three:
a - the +2,+4 scimitar of Puonueck {slice, rElec rPois rC++}
c - the mace of Brilliance {holy, rN+ AC+5 Int+5 SInv Stlth-}
f - the hammer "Wymal Jaf" {pain, Str+3 Dex+1 Int+3 Stlth++}

None of the Staffs really benefit me much at this point. Up until now I've been using a because of the rElec and rPois (Protection against my Chain Lightning and Poison Clouds).

I'm leaning a bit towards c mainly because AC and Int, but it has a TSO like aura and gives a little hit to stealth. f isn't too terrible with the +3 Int and it does help with Stealth. I'm not super stealthy but it is nice to not wake up an enemy so I can step away and decide on tactics. I'm at the point now where I'm not really casting Chain Lightning all that often, but I do still use it on non-straight groups too close to hit with an Ice Storm. The rC++ is also nice to give me that extra cushion if I accidentally hit myself with Ice Storm lol.

Am I right in thinking that c would be the way to go here?


  Code:
Dungeon Crawl Stone Soup version 0.10.2 character file.

Mr. Squiggles the Devastator (Octopode Conjurer)  Turns: 117736, Time: 08:07:25

HP 185/185       AC  3     Str 11      XL: 27
MP  46/46        EV 18     Int 40      God: Vehumet [******]
Gold 2727        SH 14     Dex 14      Spells: 14 memorised,  6 levels left

Res.Fire  : + . .   See Invis. : +    (no weapon)
Res.Cold  : + . .   Warding    : . .  I - +3 elf buckler {rC+}
Life Prot.: + . .   Conserve   : .    B - +2 wizard hat {MR}
Res.Acid. : . . .   Res.Corr.  : .    k - amulet of the gourmand
Res.Poison: +       Clarity    : .    O - ring of Prescription {rPois Str+4 Int+4}
Res.Elec. : .       Spirit.Shd : .    A - ring of life protection
Sust.Abil.: . .     Stasis     : .    y - ring "Choorgh" {Hunger+ rPois SInv}
Res.Mut.  : .       Ctrl.Telep.: +    o - ring of teleport control
Res.Rott. : .       Levitation : .    P - ring of protection from magic
Gourmand  : +       Ctrl.Flight: .    D - ring "Fuvvusk" {Dex+1 Int+5}
                                      r - ring of wizardry
                                      E - ring of protection from fire

@: extraordinarily resistant to hostile enchantments, quite stealthy
A: almost no armour, amphibious, constrict 8, camouflage 1, tentacles 3, AC +1,
Int +1
a: Renounce Religion
}: 3/15 runes: serpentine, barnacled, silver


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are full.

You have visited 9 branches of the dungeon, and seen 64 of its levels.
You have visited the Abyss 1 time.
You have visited 1 Labyrinth.
You have visited 2 bazaars.
You have visited 3 portal chambers: sewer, ice cave, volcano.

You have collected 6034 gold pieces.
You have spent 3327 gold pieces at shops.

Inventory:

Hand weapons
a - the +2,+4 scimitar of Puonueck {slice, rElec rPois rC++}
   (You took it off a skeletal warrior on level 6 of the Vaults)   
   
   It inflicts extra damage upon your enemies.
   
   It greatly protects you from cold.
   It insulates you from electricity.
   It protects you from poison.
c - the mace of Brilliance {holy, rN+ AC+5 Int+5 SInv Stlth-}
   (You found it on level 6 of the Lair of Beasts)   
   
   It has been blessed by the Shining One to cause great damage to the undead
   and demons.
   
   It affects your AC (+5).
   It affects your intelligence (+5).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you less stealthy.
f - the hammer "Wymal Jaf" {pain, Str+3 Dex+1 Int+3 Stlth++}
   (You found it on level 1 of the Shoals)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It affects your strength (+3).
   It affects your intelligence (+3).
   It affects your dexterity (+1).
   It makes you much more stealthy.
g - the dire flail of Intimidation {freeze, +Lev rC++}
   (You found it on level 15 of the Dungeon)   
   
   It has been specially enchanted to freeze those struck by it, causing extra
   injury to most foes and up to double damage against particularly susceptible
   opponents. It can also slow down cold-blooded creatures.
   
   It greatly protects you from cold.
   It lets you levitate.
U - the mace "Acsatum" {slay orc, rF+ rN+, was cursed}
   (You found it on level 8 of the Vaults)   
   
   It is especially effective against all of orcish descent.
   
   It protects you from fire.
   It protects you from negative energy.
Armour
b - the +1 shield "Ypharo" {rF+ rN+ Acc+4}
   (You took it off Wiglaf on level 18 of the Dungeon)   
   
   It affects your accuracy (+4).
   It protects you from fire.
   It protects you from negative energy.
B - a +2 wizard hat of magic resistance (worn)
I - a +3 elven buckler of cold resistance (worn)
Magical devices
i - a wand of teleportation (6)
v - a wand of disintegration (13)
Comestibles
h - 3 bread rations
Scrolls
l - 6 scrolls of identify
m - 3 scrolls of fog
p - 3 scrolls of teleportation
w - 3 scrolls of remove curse
z - 2 scrolls of blinking
J - a scroll of detect curse
Jewellery
k - an amulet of the gourmand (around mantle)
o - a ring of teleport control (on tentacle)
r - a ring of wizardry (on tentacle)
s - an uncursed amulet of clarity
y - the ring "Choorgh" (on tentacle) {Hunger+ rPois SInv}
   (You found it on level 4 of the Dungeon)   
   
   [ring of see invisible]
   
   It protects you from poison.
   It greatly speeds your metabolism.
A - a ring of life protection (on tentacle)
D - the ring "Fuvvusk" (on tentacle) {Dex+1 Int+5}
   (You bought it in a shop on level 14 of the Dungeon)   
   
   [ring of intelligence]
   It affects your intelligence (+5).
   
   It affects your dexterity (+1).
E - a ring of protection from fire (on tentacle)
M - a ring of protection
O - the ring of Prescription (on tentacle) {rPois Str+4 Int+4}
   (You found it on level 5 of the Elven Halls)   
   
   [ring of poison resistance]
   
   It affects your strength (+4).
   It affects your intelligence (+4).
P - a ring of protection from magic (on tentacle)
Q - an uncursed ring of sustain abilities
Potions
j - 4 potions of curing
n - a potion of speed
q - a potion of magic
x - 2 potions of restore abilities
F - 4 potions of heal wounds
L - a potion of resistance
Magical staves
d - a staff of channeling
e - a staff of death
C - a staff of air
S - a staff of earth


   Skills:
+ Level 15.1 Fighting
- Level 9.7 Dodging
- Level 2.7 Stealth
- Level 0.2 Stabbing
- Level 5.0 Shields
- Level 10.0 Traps & Doors
+ Level 21.2 Spellcasting
+ Level 21.6 Conjurations
- Level 6.4 Charms
- Level 3.0 Translocations
- Level 20.0 Ice Magic
+ Level 11.6 Air Magic
- Level 9.0 Poison Magic


You have 6 spell levels left.
You know the following spells:

Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           #####        0%          1    None
b - Ice Storm             Ice/Conj       #########.   1%          9    Honeycomb
c - Poison Arrow          Pois/Conj      #########.   1%          6    None
d - Chain Lightning       Air/Conj       #########.   1%          8    Sultana
e - Blink                 Tloc           N/A          1%          2    None
f - Bolt of Cold          Ice/Conj       #########.   1%          6    None
g - Poisonous Cloud       Pois/Air/Conj  #########.   1%          6    None
h - Iskenderun's Mystic   Conj           #########    0%          4    None
i - Swiftness             Air/Chrm       ########..   1%          2    None
j - Repel Missiles        Air/Chrm       ########..   1%          2    None
k - Haste                 Chrm           #######..    3%          6    None
l - Ozocubu's Armour      Ice/Chrm       ########..   0%          3    None
m - Flight                Air/Chrm       ########..   1%          3    None
n - Dig                   Erth/Trmt      ######...    3%          4    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:6             Orc (4/4) D:10
    Elf (5/5) Orc:4          Lair (8/8) D:11         Shoals (5/5) Lair:5
  Slime (0/6) Lair:6        Snake (5/5) Lair:5        Vault (8/8) D:14
  Blade (0/1) Vault:4       Crypt (1/5) Vault:3     
   Zot: D:27       
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
User avatar

Blades Runner

Posts: 536

Joined: Wednesday, 10th August 2011, 01:06

Post Monday, 18th June 2012, 05:22

Re: CiP: OpCo

My suggestion is to keep the mace on, but be ready to swtich to the scimitar as soon as you see something that you'd need relec for. Since you already have rPois and rC+ the scimitar is pretty "meh" to keep on. The mace, however, grants you AC+5, Int+5, and SInv, which is all really useful. I'd say the hammer is the least useful.

C is best, yes, in this humble crawler's opinion.

Spider Stomper

Posts: 238

Joined: Wednesday, 29th February 2012, 04:18

Post Monday, 18th June 2012, 12:37

Re: CiP: OpCo

I agree, C is probably your best option here. You can switch to the scimitar quickly if you are in need of the stats it provides, but for general crawling the ac/int/sinv is all useful

hxy

Slime Squisher

Posts: 418

Joined: Friday, 11th February 2011, 13:09

Post Monday, 18th June 2012, 13:06

Re: CiP: OpCo

I'd stick with a
I know i'll forget to switch weapons if i need to cast Chain Lightning in a hurry.
The few AC won't make much difference since you're not going to be in melee range often anyway.
User avatar

Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Monday, 18th June 2012, 16:35

Re: CiP: OpCo

Eh, he died. Cool wizlab though where there was nothing then suddenly I had all sorts of undead attacking me. Ancient Litch and Greater Mummy made pretty short work of me while a Vampire summon spam neutralized my chain lightning.

If only I'd had cBlink... Mostly just YASD, but thats what I get for playing before I finish my first cup of coffee.

Also, I went with c and I really didn't even notice chain lightning damage.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room

Tomb Titivator

Posts: 879

Joined: Tuesday, 26th April 2011, 17:10

Post Monday, 18th June 2012, 17:42

Re: CiP: OpCo

If there were many small 3x3 structures then at first there really isn't anything going on...until the walls of those fall apart and nasties come out. That's the Doroklohe's Tomb. I remember first time I got a char in there and waited sometime until BANG a greater mummy came into LOS. Then it was bailout time :D!
User avatar

Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Monday, 18th June 2012, 18:48

Re: CiP: OpCo

Ya...thats the one. Didnt want to go into a lot of detail and spoil it for others.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room

Tomb Titivator

Posts: 879

Joined: Tuesday, 26th April 2011, 17:10

Post Monday, 18th June 2012, 19:08

Re: CiP: OpCo

Luckily I have no problems spoiling it for everyone :)

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